mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 12:43:34 +00:00
57e3d4f1c2
Direction of movement was reversed, previously.
(i.e. Left arrow key moved sprite to the right; Right arrow key moved sprite to the left.)
This PR changes the code to now be consistent with, for example, the breakout example: 81b53d15d4/examples/game/breakout.rs (L184-L190)
i.e. AFAICT it's not an issue with the keycode being different/wrong.
168 lines
5.2 KiB
Rust
168 lines
5.2 KiB
Rust
use bevy::prelude::*;
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/// This example illustrates how to use States to control transitioning from a Menu state to an
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/// InGame state.
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fn main() {
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App::build()
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.add_plugins(DefaultPlugins)
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.init_resource::<ButtonMaterials>()
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.add_state(AppState::Menu)
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.add_system_set(SystemSet::on_enter(AppState::Menu).with_system(setup_menu.system()))
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.add_system_set(SystemSet::on_update(AppState::Menu).with_system(menu.system()))
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.add_system_set(SystemSet::on_exit(AppState::Menu).with_system(cleanup_menu.system()))
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.add_system_set(SystemSet::on_enter(AppState::InGame).with_system(setup_game.system()))
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.add_system_set(
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SystemSet::on_update(AppState::InGame)
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.with_system(movement.system())
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.with_system(change_color.system()),
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)
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.run();
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}
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#[derive(Debug, Clone, Eq, PartialEq, Hash)]
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enum AppState {
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Menu,
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InGame,
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}
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struct MenuData {
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button_entity: Entity,
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}
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fn setup_menu(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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button_materials: Res<ButtonMaterials>,
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) {
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// ui camera
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commands.spawn_bundle(UiCameraBundle::default());
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let button_entity = commands
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.spawn_bundle(ButtonBundle {
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style: Style {
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size: Size::new(Val::Px(150.0), Val::Px(65.0)),
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// center button
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margin: Rect::all(Val::Auto),
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// horizontally center child text
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justify_content: JustifyContent::Center,
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// vertically center child text
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align_items: AlignItems::Center,
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..Default::default()
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},
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material: button_materials.normal.clone(),
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..Default::default()
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})
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.with_children(|parent| {
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parent.spawn_bundle(TextBundle {
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text: Text::with_section(
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"Play",
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TextStyle {
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font: asset_server.load("fonts/FiraSans-Bold.ttf"),
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font_size: 40.0,
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color: Color::rgb(0.9, 0.9, 0.9),
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},
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Default::default(),
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),
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..Default::default()
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});
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})
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.id();
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commands.insert_resource(MenuData { button_entity });
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}
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fn menu(
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mut state: ResMut<State<AppState>>,
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button_materials: Res<ButtonMaterials>,
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mut interaction_query: Query<
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(&Interaction, &mut Handle<ColorMaterial>),
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(Changed<Interaction>, With<Button>),
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>,
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) {
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for (interaction, mut material) in interaction_query.iter_mut() {
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match *interaction {
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Interaction::Clicked => {
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*material = button_materials.pressed.clone();
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state.set(AppState::InGame).unwrap();
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}
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Interaction::Hovered => {
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*material = button_materials.hovered.clone();
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}
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Interaction::None => {
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*material = button_materials.normal.clone();
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}
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}
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}
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}
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fn cleanup_menu(mut commands: Commands, menu_data: Res<MenuData>) {
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commands.entity(menu_data.button_entity).despawn_recursive();
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}
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fn setup_game(
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mut commands: Commands,
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asset_server: Res<AssetServer>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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) {
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let texture_handle = asset_server.load("branding/icon.png");
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commands.spawn_bundle(OrthographicCameraBundle::new_2d());
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commands.spawn_bundle(SpriteBundle {
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material: materials.add(texture_handle.into()),
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..Default::default()
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});
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}
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const SPEED: f32 = 100.0;
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fn movement(
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time: Res<Time>,
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input: Res<Input<KeyCode>>,
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mut query: Query<&mut Transform, With<Sprite>>,
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) {
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for mut transform in query.iter_mut() {
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let mut direction = Vec3::ZERO;
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if input.pressed(KeyCode::Left) {
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direction.x -= 1.0;
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}
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if input.pressed(KeyCode::Right) {
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direction.x += 1.0;
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}
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if input.pressed(KeyCode::Up) {
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direction.y += 1.0;
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}
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if input.pressed(KeyCode::Down) {
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direction.y -= 1.0;
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}
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if direction != Vec3::ZERO {
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transform.translation += direction.normalize() * SPEED * time.delta_seconds();
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}
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}
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}
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fn change_color(
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time: Res<Time>,
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mut assets: ResMut<Assets<ColorMaterial>>,
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query: Query<&Handle<ColorMaterial>, With<Sprite>>,
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) {
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for handle in query.iter() {
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let material = assets.get_mut(handle).unwrap();
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material
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.color
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.set_b((time.seconds_since_startup() * 5.0).sin() as f32 + 2.0);
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}
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}
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struct ButtonMaterials {
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normal: Handle<ColorMaterial>,
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hovered: Handle<ColorMaterial>,
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pressed: Handle<ColorMaterial>,
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}
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impl FromWorld for ButtonMaterials {
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fn from_world(world: &mut World) -> Self {
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let mut materials = world.get_resource_mut::<Assets<ColorMaterial>>().unwrap();
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ButtonMaterials {
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normal: materials.add(Color::rgb(0.15, 0.15, 0.15).into()),
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hovered: materials.add(Color::rgb(0.25, 0.25, 0.25).into()),
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pressed: materials.add(Color::rgb(0.35, 0.75, 0.35).into()),
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}
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}
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}
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